q3-5-Mis

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q3-5-Mis

Post by rot »

Claim type: Quest
Claim ID: TR_q3-5-Mis (#2593)
Faction: Misc
Parent claim: TR_3-1-Ind (#105)
Claimed by: Tondollari
Status: Approved (Progress: 100%)
Local map: Gorne
Location: 1:(4273, -3855):0
Files: TR_q3-5-Mis_Tondollari_1.esp; TR_q3-5-Mis_Tondollari_2.esp; TR_q3-5-Mis_Tondollari_3.esp; TR_q3-5-Mis_Tondollari_4.esp; TR_q3-5-Mis_Tondollari_5.esp; TR_q3-5-Mis_Tondollari_6.esp

---

Gorne misc quests. Quests 1 and 2 of http://www.tamriel-rebuilt.org/old_forum/viewtopic.php?t=24019 . Here is the description given by lud, with my modifications:

1. The couple living in the manor in Gorne are distraught as their son has gone missing, spouting desires to explore the ocean in doing so. They ask you to ask about anyone knowing where he went.

2. Enquiring at the local inn leads you to information about a the boy having been interested in exploring a grotto (already there) which can be found east of Gorne (under the sea). The boy had boasted to the whole inn. You are also told that the lad was talking to a somewhat shady salesman and are directed to the trader to find out more about the salesman.

3. (skippable) The trader gives you a potion, a sample of what the salesman was selling. The potion has a very long water breathing effect, coupled with a disease which damages strength significantly. He advises you to hurry.

4. You find the boy drowned in the grotto.

5. Get back to the manor to find the grieving parents and a reward.

A second one to follow on:

1. The parents ask you to find this guy and bring him to the guard for selling shoddy merchandise. Via the trader and inn, you track him Enamor Dayn.

2. When you find it, he denies it, then relents and offers you a gift to let him go. You can accost him, making him fight you until his health is low, then give in and be escorted to a guard. The gift is a potion (with v. good effects) scripted to give you diseases when you drink it.

[The trader has been making potions with ingredients from diseased/blighted creatures, and due to lack of hygiene the diseases found their way into the potions. Presumably he can be honest to the player once he is caught.]

Please ignore the location path, which is copypasted from another quest.
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Post by Lud »

Claiming this.
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Post by Why »

Hey Lud, are you still working on this? Respond in a week please! I like your designs for 1 and 2, so I'd love for them to actually get made and if you're not around to finish them I think they're good material for our newer questers to pick up.
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Post by Why »

Revoked. Available for claiming. I couldn't find the grotto specified in the design, but there are plenty of shipwrecks in the area that can serve as a replacement.
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Post by Tondollari »

I'm claiming this, and would like to note two things:


1.) I looked all over Gorne and could not find a single married couple. Mostly there are one-room houses for the unmarried. The only two exceptions are the Rendays household, which has a father and daughter, and the Sandil household, which has a man that seems like a major character with an absentee family. The "son" in his case has a room with toy guars and a copy of ABCs for Barbarians, so I'm not touching that.

2.) All of the shipwrecks I found around Gorne have sufficient dead bodies in them.


Considering these points, I would like to submit a slight restructure:


1.) There are rumors around town that one of the guards has gone missing.

2.) The player talks to Ravos Sovalith, head of the town guards, in Sandil manor. He suggests the player investigate the disappearance.

3.) The player hears rumors about the guard showing interest in pearl diving, as well as rumors about a shady merchant passing through town.

4.) If the player investigates thoroughly enough, they will find some diseased water-breathing potion near the missing guard's bed in a guard tower, along with a journal detailing his plans to strike it rich through pearl diving, as well as the location of a grotto. This is a requirement for getting into the second quest, finding the shady merchant.

5.) West of Gorne (39, -28 Sea of Ghosts), there is a beautiful underwater crevasse with a bunch of kollops in it. There is a tiny grotto here, as well - "gormoro grotto". This is where the player will find the guard's dead body.

6.) Player returns to guard captain with the bad news.


Optional follow-up quest:


1.) The player can either drink the potion and discover its effects firsthand, or go to Bariel, the island's incompetent alchemist turned florist, who needs a day to "test" it (she drinks it).

2.) (Optional) Player can address guard captain about the diseased potion, and he becomes positively infuriated. He demands the player get to the bottom of it immediately.

3.) With the note and knowledge of potion effects, the player can put two and two together regarding the relation between the shady merchant and the potion.

4.) Player is directed to Enamor Dayn, where he will find the shady merchant. Ripped from the above design: "When you find it, he denies it, then relents and offers you a gift to let him go. You can accost him, making him fight you until his health is low, then give in and be escorted to a guard. The gift is a potion (with v. good effects) scripted to give you diseases when you drink it."

5.) If player turns trader in, guard captain is elated that the matter was brought to a close.
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Post by Why »

Granted. I think some changes are planned for Enamor Dayn so I'd rather see the trader move to Seitur, maybe visiting Manus the trader. Apart from that this all seems like a solid plan.
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Post by Tondollari »

For quest two's reward if the player chooses to turn in the shady merchant, I am considering that Rorvan, the "unofficial captain of the town guard" bestow the player the title of "unofficial honorary member of the town guard" or something of the like. The perks of having the title would include a native chuzei bonemold shield, a free daily scrib pie at the tavern, and free use of the guard tower's barracks.
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Post by arvisrend »

Tondollari wrote:For quest two's reward if the player chooses to turn in the shady merchant, I am considering that Rorvan, the "unofficial captain of the town guard" bestow the player the title of "unofficial honorary member of the town guard" or something of the like. The perks of having the title would include a native chuzei bonemold shield, a free daily scrib pie at the tavern, and free use of the guard tower's barracks.
Drop anything (including the title) but the free use of beds in the barracks. Guards are guards and %PCName is an n'wah; the Indoril aren't fond of breaking protocols. A proper reward would be Bariel raising her disposition towards the player and lowering her mercantile skill (= lower prices) because you got rid of her competition. (Just make her have a special one-time greeting after the player finished the quest. No need to have the guards advertise this.)
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Post by Tondollari »

I think that reward would be out of character for Bariel because she's a self-styled "humble florist". Thank you for the feedback, though, I wasn't sure that the reward I mentioned would be friendly with Indoril lore. I'll consider other options.
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Post by Tondollari »

Still not sure about the reward for turning the alchemist in, but I have an idea for the reward for keeping the secret, in place of the "diseased potion" in the design.

I have a character in mind that's kind of a wandering Orcish alchemy savant, let's call her Ghak gra-Shazog. When the player confronts her about the diseased potion, she promises to tell the player all her secrets in exchange for keeping quiet. When the player agrees, the player can access the topic "Ghak's recipes". This will let the player access a variety of practical alchemy topics which serve as recipes for potions as well as locations of mainland ingredients.

All Ghak uses in these recipes are a Mortar and Pestle. All that other junk just weighs you down anyway.

An example of what it might look like:

-----

topic "Ghak's recipes"

Ghak make lots of potions. Ask about Ghak's Water Breath, Ghak's Shield, Ghak's Move-Stuff, Ghak's Help-Think, or Ghak's Poison Cure.

topic "Ghak's Water Breath"

First thing you get Hackle-Lo Leaves. Hackle-Lo all over but there be even more in hills north of here where all them rocks and farmers are. Then you get Kwama Cuttle, which is hard waxy stuff you get from Kwamas in them caves they have everywhere. Kwamas ugly and tough and fast, except for them that aren't. If you smart like me you bash up the ones that aren't what with skinny legs and sores all over them. It easy.

When I got both, I mash Hackle-Lo in bowl with stone until they crush real good. Then I take them out and do same thing to Kwama. I mix them together in way that seem right and add river water. Oh yeah, water important too for not vomiting.

-----

As the topics are stored in the journal, they could be easily accessed by the player later on as a kind of dummy's Alchemist Formulary. Does this seem like a good idea?
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Post by rot »

That's a good idea, keeping your trend of information as an alternative reward? What happens if you don't keep quiet, nothing I guess.

Btw Orcs don't have a 'barbarian' speech impediment (at least not by default)
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Post by Tondollari »

rot wrote: Btw Orcs don't have a 'barbarian' speech impediment (at least not by default)
I was trying to model it after Bugrol gro-Bagul in that [url=http://www.uesp.net/wiki/Morrowind:Favors_for_Orcs]misc. Vvardenfell quest[/url]. Really the character could be any non-beast race, just idiot savant. Breton peasant?
That's a good idea, keeping your trend of information as an alternative reward? What happens if you don't keep quiet, nothing I guess.
Something from Ravos Sorvalith, not sure what. So far his dialogue tends toward "No need to involve yourself in Gorne affairs, outlander." So it should feel like he's giving a reward as token appreciation for what he considers meddling.

EDIT: Weekly Update

Update uploaded, unclean. The first quest is operational, "TR_m3_Go_Guard1" aka "A Pocketful of Pearls". No reward. Ask Gorne citizens about latest rumors to start, then talk to everybody about the "night lookout".


Walkthrough:

1.) Talk to Gorne people about latest rumors, has a random100 variable. Mentions Ravos, but he is of no help whatsoever and thinks the PC is a nosy busybody.

2.) The following people will yield clues:
*Dralin Belvayn, proprietor of The Emerald Haven
*Methalas Eves, trader
*Rellus Delano, captain, using pearl topic (after Methalas Eves)
*Any generic Gorne guard (disp 50)

3.) There are 3 essential clues that I think go together to determine the guard's potential location:
*Guard was last seen on hill north of town.
*Night lookout is suspected pearl diver.
*Pearls are plentiful in the waters around Gorne.

4.) Guard will be found dead underwater, very near the hill he was last seen on top of. He isn't in Gormoro grotto (Would have to be insanely idiotic to go in there), but in an alcove right in front of it.

5.) Guard has a key, an amulet, and a pocketful of pearls. Appears to be purely accidental. Go to Ravos Sorvalith for thanks but no reward.

6.) Key on his body ties into the next quest, "A Kwama Quandary". It will open the door to the guard tower's basement, wherein he hid a journal and a water breathing potion.
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Post by rot »

Don't hesitate to double-post for updates, edits typically won't get noticed at all
(hell I think I six-/septuple posted in my last quest...)

Played and love it so far. Hints are good,

In case you find the corpse first (without having learned about it in Gorne), maybe there could be a 100% chance latest-rumor entry? (if there's no other way to report it. Maybe directly on greetings from guards?) Had to try a dozen NPCs before I got the rumor in that case, player might not be so hopeful/patient.

Also, if you mark a journal entry "Finished", you need a "Restart" in further entries for the quest title to appear in the quest log. In this case I think it's fine for the initial entries you get from "night lookout" to not be Finished - if you used the topic from the rumour, the PC is probably interested in the quest? Otherwise you could Restart it when the corpse is found or on the entry you get along with the hint.

edit: a player might wonder where he left his equipment before diving. Dunno if there's a good hiding place though.
Tondollari wrote:I was trying to model it after Bugrol gro-Bagul in that [url=http://www.uesp.net/wiki/Morrowind:Favors_for_Orcs]misc. Vvardenfell quest[/url]. Really the character could be any non-beast race, just idiot savant. Breton peasant?
Another race could help not to misunderstand it as an orc stereotype (typical orcs in other fantasy settings) as I did... then again maybe the "idiot savant" thing will be clearer with the complete dialogue
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Post by Tondollari »

rot wrote: edit: a player might wonder where he left his equipment before diving. Dunno if there's a good hiding place though.
Yeah I thought about that, and am considering changing his last known location, or that he was on duty at the time of his last sighting - that way I could just put some clothes under a bridge or something.
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Post by Tondollari »

Update, unclean. I streamlined the first quest's dialogue, to where I think it's more dynamic, and more rewarding to talk to random Gorners. Also I put some clothes under a bridge and an empty bottle on the rocky shore right next to the bridge.

Bits of the second part are missing but it's very close to completion. What I'd really like is an opinion on the character of Julie. Julie was a prolific alchemist in High Rock who suffered a terrible lab accident that permanently damaged her Intelligence and left her destitute. The reward for getting rid of her, in whatever way, will be lower prices from Manus the trader - who will be very relived she's gone. The reward for keeping quiet is fully implemented in the form of recipes.

I'd really like feedback on Julie and her dialogue. Not sure if it all fits together.
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Post by Yeti »

Was Julie a pre-existing character? When npcing Gorne, I was consciously trying to limit outlander presence on the island, so as to give it the feel of an isolated Indoril holding.

I'll try to take a look at these quests latter tonight.
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Post by Tondollari »

Julie's in Seitur, she visited Gorne.

Edit: forgot to mention, the key on the guard's corpse will open the door to the guard tower's basement (to be implemented in merger), which leads to quest 2
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Post by Tondollari »

I reckon this is done. Version 3 put up, clean.

Merge instructions: "TR_m3_q_5_key" needs to be able to open the basement door in "Gorne, Guard Tower".
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Post by rot »

TR_m3_Ravos_Sorvalith, greeting 'Still sleuthing, I see. Don't let me keep you.'
- prolly shouldn't have this greeting anymore after you've accepted Julie's offer


island lookout - 'You say he drowned off the coast? What terrible news! Ravos needs to hear about this.'
- You know who Ravos is from dialogue when the quest is started the normal way, but not if you find the corpse first. Can just give his full name (location is known from 'someone in particular')
- Was easier to learn about who the corpse was this time around. only way is to ask from latest rumors?


TR_m3_Manus, foreign hawker - 'I'm just glad she's gone. Thank you so much.'
- already has this when she's following me but wasn't turned in yet
- could boost Disposition, too; also setting his mercantile from 41 to 30 means just ~ 5% discount.
- maybe (?) wouldn't be so glad about it after her dying in his shop (= her dead before turning her in)


TR_m3_Rellus Delano, foreign hawker - 'Oh, I see. Well, I recall her talking about visiting Seitur to trade with,'
- entry not upper-conditioned so he still keeps it after turning her in / she dies...
- refuses info on his passenger regardless of Disposition / bribing... May or may not want to ease, or maybe just give a nicer response? to let player know that's not the way to obtain the info)
- is good practice to AddTopic town names when you're sent there by a NPC who doesn't have any entry on it, ie here AddTopic, Seitur. Could ShowMap it, too (I usually bitch about locations info but I could get Seitur from 'local area' in Enamor Dayn so that's OK)


foreign hawker - 'We don't have a large variety services,'
-"large variety of"
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Post by Tondollari »

Updated with rot's input.
rot wrote:only way is to ask from latest rumors?
Yes, at random100 >= 50. pre-existing rumors are >= 0 and >= 25. I guess another quest will probably end up taking >= 75. I forgot about that guard greeting thing. I've tried to avoid having Gorne guards help the player discover anything unless inadvertently. I guess the player would have to be the one telling them about the corpse somehow.
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Post by Tondollari »

Outstanding issues fixed regarding journal & players who happen upon it, global var used for finding it prematurely.

Should be ready for playtesting.
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Post by rot »

(nonexhaustive CS-only look:)

- title of TR_m3_Go_Guard1 can give it away from the get go, but that's not so uncommon

- foreign hawker - "I took her back to the mainland. Why do you ask?" (bottom one) needs an upper-condition (prolly same as the one above)

- foreign hawker - "Oh, I see. Well, I recall her talking about visiting Seitur to trade with, in her words, "a bunch of dumb farmers." Her name is Julie."
has 2 identical 'choice' conditions, was 2nd one supposed to be something else?

- foreign hawker - "Okay, dummy! Look, people think I just sell, but I make too! All kinds of potions. Ask any time for Julie's recipes; I tell all!"
"forcegreet = 0" is useless, right? (if not, would imply issues)

- island lookout - "Outlander, why do you ask so many questions?"
should be < 60 instead of <= 60

- island lookout - "I already told you where I last saw him."
should surely have < 60 condition like the rest

- info refusal "I not telling you that, dummy! You too mean."
better not have it at the top of the list (I know TR already goes there in several other tabs but it ideally shouldn't, may be an unnecessary cause of mod incompatibilities)

- L0L again @ defective (shame it's blocked above as little as 30 disp though...)


- TR_m3_q_5_Julie_script :

this part

Code: Select all

if ( GetJournalIndex "TR_m3_Go_Guard2" >= 80 )
	if ( GetJournalIndex "TR_m3_Go_Guard2" != 90 )
		if ( CellChanged == 1 )
			removeitem "p_drain willpower_q" 2
			removeitem "iron club" 1
			removeitem "p_drain_speed_q" 1
			removeitem "p_drain_endurance_q" 1
			"TR_m3_Julie"->positioncell, 4261, 4871, 13458, 277, "Fort Umbermoth, Interior"
		endif
	endif
endif
should have a do-once condition


- TR_m3_q_5_ind_guard_script :

the "weird animation glitches." you mention might be due to the fact the animation is called every frame on top of that script? either way even if a timer is needed maybe it shouldn't still be going on after it's not needed anymore (not sure whether it's technically possible for it to overflow? it'd take ages) - things can be better regrouped like so:

Code: Select all

if ( done == 0 )
	PlayGroup        "SwimDeathknockdown", 1
	set done to 1
elseif ( done == 1 )
	set timer to ( timer + getsecondspassed )
	if ( timer > 3 )
		modhealth -120
		set done to 2
	endif
endif
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Post by Tondollari »

Update. Quest name changed.

For the guard script I copypasted your group and it worked fine, no glitches. I think the crucial part is that the guard is alive when the animation is played, otherwise weird stuff happens.

As for "defective", i regrouped it and other Ravos greetings using a random 100 variable. By the time the 2nd quest is completed, he has three greetings that he uses randomly.

EDIT: by the way the versions got out of order somehow
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Post by rot »

Roughly completed CS check. attached file with some fixes, two notable issues remaining:

- several entries assume Julie is following upon single condition that journal == 70. easiest fix will be a global script making her escape if she's not in the same cell or left too far behind

- should intercept case where the PC can get arrested by the guard (due to normal bounty) upon trying to turn Julie in

(related note to self: entry "You seem to have a small bounty on your head" somehow landed at the bottom of greeting0 rendering it useless. To fix in Mainland)



changes:

- TR_m3_q_5_Julie_script : regrouped if-blocks

- island lookout
"You might want to talk to Ravos. He's in charge of the search." &
"He drowned? How terrible! Have you told Ravos?" - added "Sorvalith" to link to future new topic

- island lookout
"I see... so he drowned." added missing autostart of 2nd quest(+addtopic 'foreign hawker') if TR_m3_q_5_Journal_Read
for other entries that already had it, moved into resultbox instead of duplicate entries

- foreign hawker
"No thank you, I don't want to get sick." - added nolore
"Yes?" lifted nolore off this one (guards might or might not end up NoLored)

- greeting 4 : "I don't wanna catch what you got. Too much stuff going on already!"
moved entry down from top,
changed condition [Local PCDiseased == 1] (that's a local variable from another, unrelated quest! doesn't exist on Julie) to [Function PC Common Disease >= 1]
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Post by rot »

attached new file


added TR_m3_q_5_escort_script - detects distance, makes Julie escape if she's left too far behind or in another cell.
added global TR_m3_q_5_distantJulie and conditioned some entries - can no longer turn her in if she's not closeby = foreign hawker: "Is that her catching up with you?"

greeting 0 : quest now fails if PC goes to jail or resists arrest

added corresponding journal states 61(fled),62(jail),63(resist) and updated conditions for Ravos' journal=60 entries

greeting 1 : duplicated "I hope you proud, dummy." for 63

updated TR_m3_q_5_Julie_script - disables her on cellchange if player was jailed

added setfight 90 to julie attack

"I took her back to the mainland. Why do you ask?" - added upper condition

"Hey! You the dummy from Seitur!" - added journal condition

added julie not dead condition to some flavor entries

Journal "I had already found the island lookout's journal " - removed "already" since PC is never explicitly looking for it
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Post by rot »

attached file, playtested.

TR_m3_q_5_Julie_script : now disables(/enables) her before quest

note for ML: Gorne, Guard Tower table in front of the entrance blocking the way, x to 3165 y to 4380.
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Post by rot »

small fix

added missing MenuMode check during the animation timer (guard script)



recap of merge instr:

- "TR_m3_q_5_key" needs to be able to open the basement door in "Gorne, Guard Tower".


- entry "You seem to have a small bounty on your head" somehow landed at the bottom of greeting0 rendering it useless. To fix in Mainland
- note for ML: Gorne, Guard Tower table in front of the entrance blocking the way, x to 3165 y to 4380
- done
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Post by Yeti »

Is this ready for review?
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Post by Tondollari »

Yes.
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Post by Yeti »

Sending to review then.
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Post by rot »

Merged in Mainland!


changes in merged version:
TR_m3_q_5_ind_guard_script - reduced to single var
TR_m3_q_5_Julie_script - fixed Enable conditions, removed controlQ
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